|
|||||
Product Features
|
Product Details
Would you like to update product info or give feedback on images?
|
|
Tags Customers Associate with This Product(What's this?)Click on a tag to find related items, discussions, and people.
|
|
Share your thoughts with other customers:
|
||||||||||||||||||||||
|
Most Helpful Customer Reviews
308 of 326 people found the following review helpful:
4.0 out of 5 stars
not necessarily the best but certainly the most original DS game on the market today,
= Fun:5.0 out of 5 stars
This review is from: Scribblenauts (Video Game)
I've had about two weeks to thoroughly delve into Scribblenauts now, and I can honestly say it is the most original game for the Nintendo DS I have ever played, and possibly one of the best console games in the last five years. The reason for that is because it is a radical departure from every single game ever made, in that it doesn't challenge your dexterity or button-pushing skill like FPS and action games, and doesn't rely at all on random number generators or luck, like a lot of strategy games; but instead, challenges your imagination and creativity. This is a great game for any age that enjoys puzzle games, and if I had to recommend just one game for a new DS owner to show off the abilities of their console, this would be it. Having fully "completed" the levels long ago, I am still enjoying it just as much as when I first got it.
GAMEPLAY The premise to this puzzle game is to complete puzzles to collect a "starite." You do this by using the stylus to write nouns to help you complete your objective. A simple example would be a level where the starite is separate from you by a moat. You could write "bridge" and a bridge would appear. Place it over the moat, walk over to the starite, and you've just completed the level. While that sounds very simplistic and like a boring example, that is because the solution you chose is simplistic and boring, and you will be scored accordingly. The game's tagline: "Write Anything, Solve Everything," refers to the ability to almost literally write ANYTHING. One of the first things that will amaze you upon starting this game, is how virtually unlimited the Scribblenauts dictionary is. The dictionary contains an amazing 22,802 words. While some of these are duplicates that spawn the same item (such as "computer" and "Internet"), that means that the Scribblenauts team created animations and graphics for almost 22,802 objects. With the exception of a lot of proper nouns, copyrighted objects, and graphic/adult nouns, almost ANY object you can think of can be summoned. I played for 2 days before finding a noun it didn't recognize. Need a plate of spaghetti to complete a puzzle? It's in there. What about a stapler, carpet, a zebra, a tightrope, and a button? All in there. I was amazed when I decided to try the word "harness" and it came up, since it's such a generic and specific object. Who would even think to include that? The Scribblenauts team is who. You will find yourself becoming giddy at discovering some of the objects available to you. One of the more well known is that you can summon the Necronomicon (a fictional book appearing in horror stories by H.P. Lovecraft). Not sure what to do with it? Summon a necromancer and watch him interact with the Necronomicon and start chanting. This can be particularly useful if you summoned a zombie earlier, and need to get rid of it because it is running around and turning everyone else on the screen into zombies! During one puzzle, I used a shark to get rid of a smaller fish. I the needed to get rid of the shark, but I couldn't think of anything in the ocean tougher than a shark. Out of chance, I typed in "megalodon," and was amazed when a huge prehistoric megalodon shark dropped into the water and promptly devoured it! A well-known example of creativity is a player who was on a level with zombie robots that he had to dispatch. Traditional methods were ineffective, so the player summoned a time machine, traveled back to pre-historic times and found a dinosaur, rode the dinosaur back through the time machine, and then stomped all over the zombies. I won't give away anymore examples, because I really believe your experience will be much better if you discover these objects on your own; and I strongly encourage people to avoid reading too many reviews of Scribblenauts until they've played a lot of the game, so they don't run into any more spoilers. There are two modes to gameplay. Puzzle Mode requires you to complete some type of puzzle to make the starite appear. An example is to collect flowers for a botanist. But one of the flowers is on a cliff, one is underwater (which contains a piranha), and one is right beside an angry bee. You must now come up with object(s) to help you accomplish this. Each puzzle has an average number of objects it expects you to use to complete it. The fewer objects you use, the more points you get. Maybe there's an object you can use to take care of the bee and the piranha together. Creative thinking like that will earn you Style Points. Additionally, the less time it takes you to complete the puzzle, earns you points as well. Once completed, your points are added up and converted to "ollars," which can be used to purchase new levels, songs, and avatars. You can complete each level as many times as you want, but completing it three times with completely different items will earn you "prodigy" status and a gold star. The first time going through a level, I highly suggest completing it as quickly as possible, since this seems to give you the most points. Next, go for style, which is where you can have the most fun. The game takes everything into consideration. It knows you can summon a gun every single time to get rid of a troublesome animal that is blocking your path, but if you come up with a more creative method, such as using an item to dig a ditch, putting some kind of bait on the other side, and trapping the animal, will not only earn you style points, but points for "no weapons" as well. There are ten "worlds." Each has two modes of play (that are completely different and don't recycle screens), and elevel levels per mode. That's 220 different levels. If you play through by trying to complete each level 3-4 different ways, that's 880 levels! They get progressively harder and require much more skill. Although I completed all of them in two weeks, that was rushed for review purposes and had I taken my time, it would have taken me much much longer. This is not a traditional DS game that has a shelf life of 30 hours. There are many more options to play this game that I will discuss below. The game's title screen is also built as a "sandbox" environment, where you can play around and spawn objects to see how they interact. ARTIFICIAL INTELLIGENCE The AI of the game is really impressive. Every one of the objects you can spawn has properties associated with it for interacting with its environment and with other objects. Beavers and termites eat wood. Consequently, if you spawn these animals near wood, they will proceed to consuming it. The same association exists with a lumberjack (provided you give him a tool to work with). Predatory animals also interact with each other. A piranha will eat a minnow. A shark will eat a piranha. A megalodon will eat a shark. And yes, there are creatures in the game that will even take on a megalodon. It is amazing to me how the developers were able to come up with all of these associations for so many different objects. Your character can interact with them as well, and even create new items. I found that interacting with a honeycomb yielded a jar of honey, but interacting with a bomb was not as sweet. The artificial intelligence provides for endless possibilities with the level editor. WIRELESS + LEVEL EDITOR Scribblenauts has wireless features built in so you can play levels with friends. Simply exchange friend codes with people and you can share custom-designed levels. While the level editor has been overlooked in many reviews, I think this is one of the biggest features of the game. Using the custom world environments provided by the game and the numerous objects, you can spend the rest of your life coming up with completely individual and unique levels to exchange. The great part of this is you can customize the AI of the objects, and their relationships with other objects. For instance, the natural AI for a dog is to attack a cat, but you can change this so the dog is scared of the cat, or even protective of the cat. It's great to send a friend a level with a box of mice in his way, and have him remove the box and suddenly be attacked by the mice. Or have a dragon that is deathly afraid of grilled cheese sandwiches. Create a level with dozens of pirates on one side and dozens of ninjas on the other, separated by a brick wall. Remove the wall and sit back and watch as they battle to the death. As I said, the combinations and possibilities are virtually endless. You can't completely modify the physical landscapes and are forced to use the templates from the game, but you can summon thousands of landscape items (trees, mountains, sun, city hall, etc) to get around this and make your level as unique as possible. COMPLAINTS It would be nice if the wireless capabilities allowed for downloadable new content and levels, without having to exchange friend codes. Given the customization of the level editor, I find this to be a huge drawback. If someone creates an awesome level online, there is no easy way to distribute it to thousands of people. I also would have liked it if the game was a little more restrictive on what kind of items you could create during the puzzle phase. Maybe if it had a skill level associated with it. You could feasibly breeze through the first few worlds just pulling out a gun and a pair of wings to take care of 70% of the problems. Of course you won't have much fun doing this, but it would be neat if there was a "hard" level where you couldn't use the same object more than once in any level for an entire world. Another complaint, is that it's too easy to get rid of items you create. Anything you create can also be destroyed. While this is very useful (you can't summon infinite items, and the screen gets cluttered with more than a dozen or so), it would be more... Read more ›
265 of 306 people found the following review helpful:
3.0 out of 5 stars
Overly ambitious project falls somewhat short,
By
= Fun:3.0 out of 5 stars
This review is from: Scribblenauts (Video Game)
Here I am to spoil the party with the very first "meh" review! I was really excited for Scribblenauts; in fact my husband and I even purchased a DS explicitly to play this game. In point of fact I don't dislike this game, it simply doesn't really deliver as promised. And really, how COULD a game deliver when it purports to allow you to write ANYTHING and have those items interact? It's really an insurmountable task. I don't begrudge the developers for an innovative, exciting, groundbreaking effort. I actually feel this game is a must-play for the sheer genius of its goals. Ultimately however I feel that this game falls too short of its lofty ambitions and ends up disappointing.
I won't go over the premise here, or even highlight the good elements, because those are readily available (and, accurately stated) in the glowing reviews. I won't even say the game is bad, because it's absolutely not. It's a solid puzzle game and it does, in fact, seem to offer multiple solutions to its myriad of "adventure game" situations and platform-ey puzzles. The developers could have taken one of two directions with this game - depth, or breadth. To make a game with high depth of item interactivity but a smaller inventory , or to make a game with a massive breadth of content but limited or nonexistent item interactivity. The devs chose the latter, and I feel that this was the wrong decision. I find myself frequently frustrated by the lack of item interactivity. I don't quite understand why an item is in the game, and yet cannot be usefully leveraged in a logical way. People want to devise elaborate schemes to solve the puzzles, but sometimes a logical, straightforward approach is ok. Unfortunately, a lot of the logical, straightforward approaches are not possible. Some examples... I have a baby on screen. I summon in a pacifier and a diaper. The baby isn't attracted to either item. I can't put the diaper on the baby. I can't give the baby the pacifier. I summon in a toddler and give the toddler the pacifier, but the toddler just holds it. The toddler doesn't DO anything with the pacifier. I can't put the diaper on the toddler. Maxwell won't even hold the diaper. Why do the pacifier and diaper exist, if I cannot DO anything with them? There is a Rottweiler that I need to subdue, because when I go near him, he bites me. I could blow it up with a rocket launcher, or put a dog walker next to it, or open a black hole by it. Those would be funny solutions. But I just want to use a practical solution, so I summon a muzzle to put on the rottweiler. I can't put the muzzle on the rottweiler. Maxwell can't even hold the muzzle. No NPC can hold the muzzle. The muzzle cannot do anything whatsoever, as far as I can tell, except sit on the ground. I put in an oven and a baker, and drop in some dough. For a moment I am excited because the baker runs for the dough and picks it up, but then he just eats it. I try a few more times, but he never puts it in the oven. I get rid of the baker and put in a policeman instead, and it turns out he does exactly the same thing - picks up the dough and eats it. There is no special relationship between "baker" and "dough" as far as I can tell - the dough is simply part of the "food" category and a human NPC will pick it up and eat it. So my question to you is - why is there dough, a diaper, a pacifier? I would give up all of those things for depth of item interaction elsewhere - for example, a muzzle that I can actually put on an animal as a way of subduing it. In the end all of the items in the game are reduced to their bare bones of functionality. There is a "food chain" of sorts that defines the way any living creature interacts with another living creature. A policeman will chase a robber, a dog will chase a cat, a dingo will even eat a baby. Many of the human creatures do have items that will cause them to interact reliably with the environment - for example the woodcutter, if given an axe, will chop down a tree. But this isn't always the case... in a situation where a boy needs help to break a piñata, why doesn't he just break it when I give him a stick? It ends up being the objects that disappoint the most, because they rarely are utilized well by the NPCs, and cannot be combined with each other by Maxwell. If I can summon poison and meat, why can't I poison the meat before I toss it to the piranha? I personally feel that this game would have benefited from a highly increased level of item interaction, at the expense of a vastly reduced vocabulary. I would have been very pleased with "only" 1000 writable objects that interacted with each other in a meaningful and complex way. If there is a muzzle in the game, I want to be able to put that muzzle on a dog to subdue it. Otherwise there was no reason for the muzzle to be there other than to showcase the fact that the developer put "everything" in this game, which they practically succeeded at. But when a very large portion of that everything does nothing, you may find yourself relying on the "same old items" to complete every puzzle. You can do just about anything with a jetpack and a black hole, but where's the fun in that? I understand that a game with 22,802 words must sacrifice depth to accommodate the breadth, and this is where I feel the misstep was made. Give me a lot less items that are more meaningful, instead of everything including the kitchen sink. In conclusion - a very ambitious and even enjoyable game that will not allow you to be quite as creative as you hoped for. This game is a success as a puzzle game, but a disappointment when compared to its massive hype.
30 of 31 people found the following review helpful:
5.0 out of 5 stars
Like nothing else.,
By
= Fun:5.0 out of 5 stars
This review is from: Scribblenauts (Video Game)
Ok, I succumbed to the hype and picked it up on the way home. I haven't made it off the start screen yet (you can summon anything on the start screen and just mess around). I assume there's a game in here too, but I'm having too much fun just playing around.
I summoned a lorikeet, parakeet, and parrot, and they all look different! I got a puma that kept trying to eat me so I got a lion tamer to keep it quiet. Then I got a saddle and put it on the lion and put the lion tamer on him and gave her a bazooka. To balance things I got an elephant and gave him a bazooka too. That didn't end well for anyone. So I got a jet pack and flew away (needed the jet pack to get over the crater). I got a bunny. It was cute, so I got another bunny. Then suddenly somehow I had a lot more bunnies (naughty bunnies got a little too friendly I think). Fortunately the T-Rex made short work of the excess bunny population (though I think he got so stuffed he had to take a nap as a result). Insanely great fun. Even if the game portion has some issues with control and so forth, it's worth the $30 even just as an amazing tech demo and to mess around with. I have several DS titles that I just never got into, but in the first hour I feel like I've gotten more than my money's worth out of this one, and I really haven't even started playing yet! Portable awesomeness. It has indeed so far had literally everything I've asked it for. Just a stunning achievement in game development. I would write more but I most go back and resume fooling around with the start screen some more! P.S. Doh! The Dingo ate my Baby!
Share your thoughts with other customers: Create your own review
|
|